!_TAG_FILE_FORMAT	2	/extended format; --format=1 will not append ;" to lines/
!_TAG_FILE_SORTED	1	/0=unsorted, 1=sorted, 2=foldcase/
!_TAG_PROGRAM_AUTHOR	Darren Hiebert	/dhiebert@users.sourceforge.net/
!_TAG_PROGRAM_NAME	Exuberant Ctags	//
!_TAG_PROGRAM_URL	http://ctags.sourceforge.net	/official site/
!_TAG_PROGRAM_VERSION	5.5.4	//
ADD_STRENGTH	rogue.h	109;"	d
ADORNMENT	rogue.h	112;"	d
AGGRAVATE_MONSTER	rogue.h	73;"	d
ALL_KEYS	gbakeys.c	16;"	d	file:
ALL_OBJECTS	rogue.h	40;"	d
ALREADY_MOVED	rogue.h	309;"	d
AMULET	rogue.h	39;"	d
AMULET_LEVEL	rogue.h	243;"	d
ARMOR	rogue.h	31;"	d
ARMORS	rogue.h	49;"	d
ARROW	rogue.h	53;"	d
ASLEEP	rogue.h	286;"	d
BANDED	rogue.h	46;"	d
BEAR_TRAP	rogue.h	131;"	d
BEING_USED	rogue.h	127;"	d
BEING_WIELDED	rogue.h	122;"	d
BEING_WORN	rogue.h	123;"	d
BIG_ROOM	rogue.h	237;"	d
BLINDNESS	rogue.h	83;"	d
BOW	rogue.h	51;"	d
CALLED	rogue.h	146;"	d
CANCELLATION	rogue.h	101;"	d
CAN_FLIT	rogue.h	291;"	d
CC	Makefile	/^CC = $(GCC)$/;"	m
CHAIN	rogue.h	45;"	d
COL1	rogue.h	336;"	d
COL2	rogue.h	337;"	d
CONFUSED	rogue.h	292;"	d
CONFUSES	rogue.h	304;"	d
CONFUSE_MONSTER	rogue.h	95;"	d
CONFUSION	rogue.h	87;"	d
CORNERWALL	rogue.h	29;"	d
CREATE_MONSTER	rogue.h	72;"	d
DAGGER	rogue.h	54;"	d
DART	rogue.h	52;"	d
DART_TRAP	rogue.h	133;"	d
DCOLS	rogue.h	149;"	d
DETECT_MONSTER	rogue.h	85;"	d
DETECT_OBJECTS	rogue.h	86;"	d
DEVKITARM	Makefile	/^DEVKITARM := 1$/;"	m
DEXTERITY	rogue.h	111;"	d
DFILES	Makefile	/^DFILES = $(SOURCES:%.c=$(OUTDIR)\/%.d)$/;"	m
DIAGONAL_CHECK	gbakeys.c	191;"	d	file:
DIRS	rogue.h	331;"	d
DOOR	rogue.h	24;"	d
DOWN	rogue.h	327;"	d
DOWNLEFT	rogue.h	328;"	d
DO_NOTHING	rogue.h	102;"	d
DRAINS_LIFE	rogue.h	299;"	d
DROPS_LEVEL	rogue.h	300;"	d
DROWS	rogue.h	148;"	d
ENCH_ARMOR	rogue.h	66;"	d
ENCH_WEAPON	rogue.h	65;"	d
EXTENDED_OPTIONS_COUNT	gbakeys.c	105;"	d	file:
EXTRA_HEALING	rogue.h	80;"	d
FAINT	rogue.h	345;"	d
FLAMES	rogue.h	306;"	d
FLIES	rogue.h	289;"	d
FLITS	rogue.h	290;"	d
FLIT_PERCENT	rogue.h	314;"	d
FLOOR	rogue.h	25;"	d
FOOD	rogue.h	36;"	d
FREEZES	rogue.h	295;"	d
FREEZING_ROGUE	rogue.h	302;"	d
FRUIT	rogue.h	119;"	d
GEMS	rogue.h	155;"	d
GOLD	rogue.h	35;"	d
GOLD_PERCENT	rogue.h	157;"	d
HALLUCINATION	rogue.h	84;"	d
HASTED	rogue.h	283;"	d
HASTE_MONSTER	rogue.h	98;"	d
HASTE_SELF	rogue.h	89;"	d
HEALING	rogue.h	79;"	d
HIDDEN	rogue.h	28;"	d
HIDE_PERCENT	rogue.h	279;"	d
HOLDS	rogue.h	294;"	d
HOLD_MONSTER	rogue.h	64;"	d
HORWALL	rogue.h	22;"	d
HUNGRY	rogue.h	343;"	d
HYPOTHERMIA	rogue.h	317;"	d
IDENTIFIED	rogue.h	145;"	d
IDENTIFY	rogue.h	67;"	d
IMITATES	rogue.h	305;"	d
INCLUDE	Makefile	/^INCLUDE := -I..\/gbalib -I..\/gbacurses$/;"	m
INCREASE_STRENGTH	rogue.h	77;"	d
INIT_HP	rogue.h	214;"	d
INVISIBILITY	rogue.h	96;"	d
INVISIBLE	rogue.h	285;"	d
IN_EWRAM	curses.h	13;"	d
IN_EWRAM	curses.h	7;"	d
IN_EWRAM	gbaui.c	/^OAMEntry sprites[128] IN_EWRAM;$/;"	v
IN_EWRAM	object.c	/^fighter rogue IN_EWRAM = {$/;"	v
IN_EWRAM	object.c	/^struct id id_armors[ARMORS] IN_EWRAM = {$/;"	v
IN_EWRAM	object.c	/^struct id id_potions[POTIONS] IN_EWRAM = {$/;"	v
IN_EWRAM	object.c	/^struct id id_rings[RINGS] IN_EWRAM = {$/;"	v
IN_EWRAM	object.c	/^struct id id_scrolls[SCROLLS] IN_EWRAM = {$/;"	v
IN_EWRAM	object.c	/^struct id id_wands[WANDS] IN_EWRAM  = {$/;"	v
IN_EWRAM	object.c	/^struct id id_weapons[WEAPONS] IN_EWRAM = {$/;"	v
IN_SBBS	curses.h	12;"	d
IN_SBBS	curses.h	6;"	d
IN_SBBS	hit.c	/^char hit_message[80] IN_SBBS = "\\0";$/;"	v
IN_SBBS	init.c	/^char login_name[30] IN_SBBS;$/;"	v
IN_SBBS	monster.c	/^object level_monsters IN_SBBS;$/;"	v
IN_SBBS	object.c	/^object level_objects IN_SBBS;$/;"	v
IN_SBBS	object.c	/^unsigned short dungeon[DROWS][DCOLS] IN_SBBS;$/;"	v
IN_SBBS	room.c	/^boolean rooms_visited[MAXROOMS] IN_SBBS;$/;"	v
IN_SBBS	room.c	/^room rooms[MAXROOMS] IN_SBBS;$/;"	v
Instructions	instruct.c	/^void Instructions(void)$/;"	f
KEY_FIRST_PRESS	gbakeys.c	17;"	d	file:
KEY_L_DBL_CLK	gbakeys.c	141;"	d	file:
KEY_REPEAT	gbakeys.c	18;"	d	file:
LAST_DUNGEON	rogue.h	263;"	d
LDFLAGS	Makefile	/^LDFLAGS = -Wl,-Map,$(PROGNAME).map -mthumb-interwork -specs=gba.specs$/;"	m
LEATHER	rogue.h	42;"	d
LEFT	rogue.h	329;"	d
LEFTUP	rogue.h	330;"	d
LEVITATION	rogue.h	88;"	d
LIBS	Makefile	/^LIBS := -L..\/gbacurses -lgbacurses  -L..\/gbalib -lquirkygba $/;"	m
LONG_SWORD	rogue.h	57;"	d
MACE	rogue.h	56;"	d
MAGIC_MAPPING	rogue.h	74;"	d
MAGIC_MISSILE	rogue.h	100;"	d
MAINTAIN_ARMOR	rogue.h	114;"	d
MAXROOMS	rogue.h	236;"	d
MAXSYLLABLES	rogue.h	152;"	d
MAX_ARMOR	rogue.h	260;"	d
MAX_COLOURS	room.c	125;"	d	file:
MAX_DX	gbakeys.c	278;"	d	file:
MAX_DY	gbakeys.c	279;"	d	file:
MAX_EXP	rogue.h	258;"	d
MAX_EXP_LEVEL	rogue.h	257;"	d
MAX_GOLD	rogue.h	259;"	d
MAX_HP	rogue.h	261;"	d
MAX_METAL	rogue.h	153;"	d
MAX_PACK_COUNT	rogue.h	61;"	d
MAX_STRENGTH	rogue.h	262;"	d
MAX_TITLE_LENGTH	rogue.h	150;"	d
MAX_TRAPS	rogue.h	277;"	d
MAX_X	gbakeys.c	275;"	d	file:
MAX_Y	gbakeys.c	276;"	d	file:
MIN_ROW	rogue.h	348;"	d
MONSTER	rogue.h	20;"	d
MONSTERS	rogue.h	281;"	d
MORE	rogue.h	151;"	d
MOVED	rogue.h	339;"	d
MOVE_FAILED	rogue.h	340;"	d
NAPPING	rogue.h	308;"	d
NOTHING	rogue.h	18;"	d
NOT_USED	rogue.h	121;"	d
NO_ROOM	rogue.h	239;"	d
NO_TRAP	rogue.h	129;"	d
OBJECT	rogue.h	19;"	d
OBJECTS	Makefile	/^OBJECTS = $(SOURCES:%.c=$(OUTDIR)\/%.o)$/;"	m
ON_EITHER_HAND	rogue.h	126;"	d
ON_LEFT_HAND	rogue.h	124;"	d
ON_RIGHT_HAND	rogue.h	125;"	d
OUTDIR	Makefile	/^OUTDIR := obj$/;"	m
PARTY_TIME	rogue.h	275;"	d
PARTY_WAKE_PERCENT	rogue.h	315;"	d
PASSAGE	rogue.h	241;"	d
PLATE	rogue.h	48;"	d
POISON	rogue.h	81;"	d
POISON_DART	rogue.h	319;"	d
POLYMORPH	rogue.h	97;"	d
POTION	rogue.h	34;"	d
POTIONS	rogue.h	91;"	d
PROGNAME	Makefile	/^PROGNAME := rogue$/;"	m
PROJECT	Makefile	/^PROJECT := $(PROGNAME).gba$/;"	m
PROTECT_ARMOR	rogue.h	63;"	d
PUT_TO_SLEEP	rogue.h	99;"	d
QUIT	rogue.h	320;"	d
RAISE_LEVEL	rogue.h	82;"	d
RATION	rogue.h	118;"	d
REGENERATION	rogue.h	107;"	d
REMOVE_CURSE	rogue.h	71;"	d
RESTORE_STRENGTH	rogue.h	78;"	d
RIGHT	rogue.h	325;"	d
RIGHTDOWN	rogue.h	326;"	d
RING	rogue.h	38;"	d
RINGMAIL	rogue.h	43;"	d
RINGS	rogue.h	116;"	d
ROGUE_KEY_CALL	keys.dvorak.h	60;"	d
ROGUE_KEY_CALL	keys.qwerty.h	60;"	d
ROGUE_KEY_CANCEL	keys.dvorak.h	72;"	d
ROGUE_KEY_CANCEL	keys.qwerty.h	72;"	d
ROGUE_KEY_CHECK_UP	keys.dvorak.h	51;"	d
ROGUE_KEY_CHECK_UP	keys.qwerty.h	51;"	d
ROGUE_KEY_DROP	keys.dvorak.h	47;"	d
ROGUE_KEY_DROP	keys.qwerty.h	47;"	d
ROGUE_KEY_DROP_CHECK	keys.dvorak.h	50;"	d
ROGUE_KEY_DROP_CHECK	keys.qwerty.h	50;"	d
ROGUE_KEY_EAST	keys.dvorak.h	12;"	d
ROGUE_KEY_EAST	keys.qwerty.h	12;"	d
ROGUE_KEY_EAST_CTRL	keys.dvorak.h	30;"	d
ROGUE_KEY_EAST_CTRL	keys.qwerty.h	30;"	d
ROGUE_KEY_EAST_SHIFT	keys.dvorak.h	21;"	d
ROGUE_KEY_EAST_SHIFT	keys.qwerty.h	21;"	d
ROGUE_KEY_EAT	keys.dvorak.h	43;"	d
ROGUE_KEY_EAT	keys.qwerty.h	43;"	d
ROGUE_KEY_FIGHT	keys.dvorak.h	41;"	d
ROGUE_KEY_FIGHT	keys.qwerty.h	41;"	d
ROGUE_KEY_FIGHT_TO_DEATH	keys.dvorak.h	42;"	d
ROGUE_KEY_FIGHT_TO_DEATH	keys.qwerty.h	42;"	d
ROGUE_KEY_FLUSH	keys.dvorak.h	76;"	d
ROGUE_KEY_FLUSH	keys.qwerty.h	76;"	d
ROGUE_KEY_ID_TRAP	keys.dvorak.h	55;"	d
ROGUE_KEY_ID_TRAP	keys.qwerty.h	55;"	d
ROGUE_KEY_INSTRUCTIONS	keys.dvorak.h	37;"	d
ROGUE_KEY_INSTRUCTIONS	keys.qwerty.h	37;"	d
ROGUE_KEY_INVENTORY	keys.dvorak.h	40;"	d
ROGUE_KEY_INVENTORY	keys.qwerty.h	40;"	d
ROGUE_KEY_INV_ARMOR	keys.dvorak.h	53;"	d
ROGUE_KEY_INV_ARMOR	keys.qwerty.h	53;"	d
ROGUE_KEY_INV_RINGS	keys.dvorak.h	54;"	d
ROGUE_KEY_INV_RINGS	keys.qwerty.h	54;"	d
ROGUE_KEY_INV_WEAPON	keys.dvorak.h	52;"	d
ROGUE_KEY_INV_WEAPON	keys.qwerty.h	52;"	d
ROGUE_KEY_LIST	keys.dvorak.h	73;"	d
ROGUE_KEY_LIST	keys.qwerty.h	73;"	d
ROGUE_KEY_MOVE	keys.dvorak.h	46;"	d
ROGUE_KEY_MOVE	keys.qwerty.h	46;"	d
ROGUE_KEY_NOP	keys.dvorak.h	70;"	d
ROGUE_KEY_NOP	keys.qwerty.h	70;"	d
ROGUE_KEY_NORTH	keys.dvorak.h	10;"	d
ROGUE_KEY_NORTH	keys.qwerty.h	10;"	d
ROGUE_KEY_NORTHEAST	keys.dvorak.h	14;"	d
ROGUE_KEY_NORTHEAST	keys.qwerty.h	14;"	d
ROGUE_KEY_NORTHEAST_CTRL	keys.dvorak.h	32;"	d
ROGUE_KEY_NORTHEAST_CTRL	keys.qwerty.h	32;"	d
ROGUE_KEY_NORTHEAST_SHIFT	keys.dvorak.h	23;"	d
ROGUE_KEY_NORTHEAST_SHIFT	keys.qwerty.h	23;"	d
ROGUE_KEY_NORTHWEST	keys.dvorak.h	15;"	d
ROGUE_KEY_NORTHWEST	keys.qwerty.h	15;"	d
ROGUE_KEY_NORTHWEST_CTRL	keys.dvorak.h	33;"	d
ROGUE_KEY_NORTHWEST_CTRL	keys.qwerty.h	33;"	d
ROGUE_KEY_NORTHWEST_SHIFT	keys.dvorak.h	24;"	d
ROGUE_KEY_NORTHWEST_SHIFT	keys.qwerty.h	24;"	d
ROGUE_KEY_NORTH_CTRL	keys.dvorak.h	28;"	d
ROGUE_KEY_NORTH_CTRL	keys.qwerty.h	28;"	d
ROGUE_KEY_NORTH_SHIFT	keys.dvorak.h	19;"	d
ROGUE_KEY_NORTH_SHIFT	keys.qwerty.h	19;"	d
ROGUE_KEY_PICK_UP	keys.dvorak.h	63;"	d
ROGUE_KEY_PICK_UP	keys.qwerty.h	63;"	d
ROGUE_KEY_PUT_ON_RING	keys.dvorak.h	48;"	d
ROGUE_KEY_PUT_ON_RING	keys.qwerty.h	48;"	d
ROGUE_KEY_QUAFF	keys.dvorak.h	44;"	d
ROGUE_KEY_QUAFF	keys.qwerty.h	44;"	d
ROGUE_KEY_QUIT	keys.dvorak.h	67;"	d
ROGUE_KEY_QUIT	keys.qwerty.h	67;"	d
ROGUE_KEY_READ	keys.dvorak.h	45;"	d
ROGUE_KEY_READ	keys.qwerty.h	45;"	d
ROGUE_KEY_REFRESH	keys.dvorak.h	75;"	d
ROGUE_KEY_REFRESH	keys.qwerty.h	75;"	d
ROGUE_KEY_REMESSAGE	keys.dvorak.h	65;"	d
ROGUE_KEY_REMESSAGE	keys.qwerty.h	65;"	d
ROGUE_KEY_REMOVE_RING	keys.dvorak.h	49;"	d
ROGUE_KEY_REMOVE_RING	keys.qwerty.h	49;"	d
ROGUE_KEY_REST	keys.dvorak.h	38;"	d
ROGUE_KEY_REST	keys.qwerty.h	38;"	d
ROGUE_KEY_SAVE_GAME	keys.dvorak.h	68;"	d
ROGUE_KEY_SAVE_GAME	keys.qwerty.h	68;"	d
ROGUE_KEY_SAVE_SCREEN	keys.dvorak.h	74;"	d
ROGUE_KEY_SAVE_SCREEN	keys.qwerty.h	74;"	d
ROGUE_KEY_SEARCH	keys.dvorak.h	39;"	d
ROGUE_KEY_SEARCH	keys.qwerty.h	39;"	d
ROGUE_KEY_SHOW_AV_HP	keys.dvorak.h	84;"	d
ROGUE_KEY_SHOW_AV_HP	keys.qwerty.h	84;"	d
ROGUE_KEY_SINGLE_INV	keys.dvorak.h	56;"	d
ROGUE_KEY_SINGLE_INV	keys.qwerty.h	56;"	d
ROGUE_KEY_SOUTH	keys.dvorak.h	11;"	d
ROGUE_KEY_SOUTH	keys.qwerty.h	11;"	d
ROGUE_KEY_SOUTHEAST	keys.dvorak.h	16;"	d
ROGUE_KEY_SOUTHEAST	keys.qwerty.h	16;"	d
ROGUE_KEY_SOUTHEAST_CTRL	keys.dvorak.h	34;"	d
ROGUE_KEY_SOUTHEAST_CTRL	keys.qwerty.h	34;"	d
ROGUE_KEY_SOUTHEAST_SHIFT	keys.dvorak.h	25;"	d
ROGUE_KEY_SOUTHEAST_SHIFT	keys.qwerty.h	25;"	d
ROGUE_KEY_SOUTHWEST	keys.dvorak.h	17;"	d
ROGUE_KEY_SOUTHWEST	keys.qwerty.h	17;"	d
ROGUE_KEY_SOUTHWEST_CTRL	keys.dvorak.h	35;"	d
ROGUE_KEY_SOUTHWEST_CTRL	keys.qwerty.h	35;"	d
ROGUE_KEY_SOUTHWEST_SHIFT	keys.dvorak.h	26;"	d
ROGUE_KEY_SOUTHWEST_SHIFT	keys.qwerty.h	26;"	d
ROGUE_KEY_SOUTH_CTRL	keys.dvorak.h	29;"	d
ROGUE_KEY_SOUTH_CTRL	keys.qwerty.h	29;"	d
ROGUE_KEY_SOUTH_SHIFT	keys.dvorak.h	20;"	d
ROGUE_KEY_SOUTH_SHIFT	keys.qwerty.h	20;"	d
ROGUE_KEY_TAKE_OFF	keys.dvorak.h	57;"	d
ROGUE_KEY_TAKE_OFF	keys.qwerty.h	57;"	d
ROGUE_KEY_THROW	keys.dvorak.h	62;"	d
ROGUE_KEY_THROW	keys.qwerty.h	62;"	d
ROGUE_KEY_VERSION	keys.dvorak.h	66;"	d
ROGUE_KEY_VERSION	keys.qwerty.h	66;"	d
ROGUE_KEY_WEAR	keys.dvorak.h	58;"	d
ROGUE_KEY_WEAR	keys.qwerty.h	58;"	d
ROGUE_KEY_WEST	keys.dvorak.h	13;"	d
ROGUE_KEY_WEST	keys.qwerty.h	13;"	d
ROGUE_KEY_WEST_CTRL	keys.dvorak.h	31;"	d
ROGUE_KEY_WEST_CTRL	keys.qwerty.h	31;"	d
ROGUE_KEY_WEST_SHIFT	keys.dvorak.h	22;"	d
ROGUE_KEY_WEST_SHIFT	keys.qwerty.h	22;"	d
ROGUE_KEY_WHATISIT	keys.dvorak.h	69;"	d
ROGUE_KEY_WHATISIT	keys.qwerty.h	69;"	d
ROGUE_KEY_WIELD	keys.dvorak.h	59;"	d
ROGUE_KEY_WIELD	keys.qwerty.h	59;"	d
ROGUE_KEY_WIZARDIZE	keys.dvorak.h	79;"	d
ROGUE_KEY_WIZARDIZE	keys.qwerty.h	79;"	d
ROGUE_KEY_WIZ_INVENTORY	keys.dvorak.h	80;"	d
ROGUE_KEY_WIZ_INVENTORY	keys.qwerty.h	80;"	d
ROGUE_KEY_WIZ_MAGIC_MAP	keys.dvorak.h	81;"	d
ROGUE_KEY_WIZ_MAGIC_MAP	keys.qwerty.h	81;"	d
ROGUE_KEY_WIZ_NEW_OBJ	keys.dvorak.h	85;"	d
ROGUE_KEY_WIZ_NEW_OBJ	keys.qwerty.h	85;"	d
ROGUE_KEY_WIZ_SHOW_MONST	keys.dvorak.h	86;"	d
ROGUE_KEY_WIZ_SHOW_MONST	keys.qwerty.h	86;"	d
ROGUE_KEY_WIZ_SHOW_OBJS	keys.dvorak.h	83;"	d
ROGUE_KEY_WIZ_SHOW_OBJS	keys.qwerty.h	83;"	d
ROGUE_KEY_WIZ_SHOW_TRAPS	keys.dvorak.h	82;"	d
ROGUE_KEY_WIZ_SHOW_TRAPS	keys.qwerty.h	82;"	d
ROGUE_KEY_ZAPP	keys.dvorak.h	61;"	d
ROGUE_KEY_ZAPP	keys.qwerty.h	61;"	d
ROW1	rogue.h	333;"	d
ROW2	rogue.h	334;"	d
RUSTS	rogue.h	293;"	d
RUST_TRAP	rogue.h	135;"	d
RUST_VANISHED	rogue.h	303;"	d
R_CROSS	rogue.h	/^	R_CROSS = 020$/;"	e	enum:room_type
R_DEADEND	rogue.h	/^	R_DEADEND = 010,$/;"	e	enum:room_type
R_MAZE	rogue.h	/^	R_MAZE = 04,$/;"	e	enum:room_type
R_NOTHING	rogue.h	/^	R_NOTHING = 01,$/;"	e	enum:room_type
R_ROOM	rogue.h	/^	R_ROOM = 02,$/;"	e	enum:room_type
R_SEE_INVISIBLE	rogue.h	113;"	d
R_TELEPORT	rogue.h	106;"	d
R_TELE_PERCENT	rogue.h	139;"	d
SCALE	rogue.h	44;"	d
SCARE_MONSTER	rogue.h	70;"	d
SCROLL	rogue.h	33;"	d
SCROLLS	rogue.h	75;"	d
SEARCHING	rogue.h	115;"	d
SEEKS_GOLD	rogue.h	301;"	d
SEE_INVISIBLE	rogue.h	90;"	d
SHELL	Makefile	/^SHELL = \/bin\/bash$/;"	m
SHURIKEN	rogue.h	55;"	d
SLEEP	rogue.h	69;"	d
SLEEPING_GAS_TRAP	rogue.h	134;"	d
SLOWED	rogue.h	284;"	d
SLOW_DIGEST	rogue.h	108;"	d
SLOW_MONSTER	rogue.h	94;"	d
SOURCES	Makefile	/^SOURCES = hit.c init.c instruct.c inventory.c level.c machdep.c main.c \\$/;"	m
SPECIAL_HIT	rogue.h	311;"	d
SPLINT	rogue.h	47;"	d
SPRITE_ARMOR	gbaui.c	10;"	d	file:
SPRITE_ARMOR_ID	gbaui.c	39;"	d	file:
SPRITE_ARMOR_X	gbaui.c	19;"	d	file:
SPRITE_ARMOR_Y	gbaui.c	28;"	d	file:
SPRITE_EXP	gbaui.c	11;"	d	file:
SPRITE_EXP_ID	gbaui.c	40;"	d	file:
SPRITE_EXP_X	gbaui.c	21;"	d	file:
SPRITE_EXP_Y	gbaui.c	30;"	d	file:
SPRITE_GOLD	gbaui.c	7;"	d	file:
SPRITE_GOLD_ID	gbaui.c	36;"	d	file:
SPRITE_GOLD_X	gbaui.c	16;"	d	file:
SPRITE_GOLD_Y	gbaui.c	25;"	d	file:
SPRITE_HP	gbaui.c	8;"	d	file:
SPRITE_HP_ID	gbaui.c	37;"	d	file:
SPRITE_HP_X	gbaui.c	17;"	d	file:
SPRITE_HP_Y	gbaui.c	26;"	d	file:
SPRITE_HUNGER	gbaui.c	12;"	d	file:
SPRITE_HUNGER_ID	gbaui.c	41;"	d	file:
SPRITE_HUNGER_X	gbaui.c	22;"	d	file:
SPRITE_HUNGER_Y	gbaui.c	31;"	d	file:
SPRITE_INVENTORY_ID	gbaui.c	42;"	d	file:
SPRITE_LEVEL	gbaui.c	6;"	d	file:
SPRITE_LEVEL_ID	gbaui.c	35;"	d	file:
SPRITE_LEVEL_X	gbaui.c	15;"	d	file:
SPRITE_LEVEL_Y	gbaui.c	24;"	d	file:
SPRITE_STRENGTH	gbaui.c	9;"	d	file:
SPRITE_STRENGTH_ID	gbaui.c	38;"	d	file:
SPRITE_STRENGTH_X	gbaui.c	18;"	d	file:
SPRITE_STRENGTH_Y	gbaui.c	27;"	d	file:
STAIRS	rogue.h	21;"	d
STARVATION	rogue.h	318;"	d
STARVE	rogue.h	346;"	d
STATIONARY	rogue.h	307;"	d
STAT_ALL	rogue.h	273;"	d
STAT_ARMOR	rogue.h	269;"	d
STAT_EXP	rogue.h	270;"	d
STAT_GOLD	rogue.h	266;"	d
STAT_HP	rogue.h	267;"	d
STAT_HUNGER	rogue.h	271;"	d
STAT_LABEL	rogue.h	272;"	d
STAT_LEVEL	rogue.h	265;"	d
STAT_STRENGTH	rogue.h	268;"	d
STEALS_GOLD	rogue.h	296;"	d
STEALS_ITEM	rogue.h	297;"	d
STEALTH	rogue.h	105;"	d
STEALTH_FACTOR	rogue.h	138;"	d
STINGS	rogue.h	298;"	d
STOPPED_ON_SOMETHING	rogue.h	341;"	d
SUSTAIN_STRENGTH	rogue.h	110;"	d
TELEPORT	rogue.h	68;"	d
TELE_AWAY	rogue.h	93;"	d
TELE_TRAP	rogue.h	132;"	d
TRAP	rogue.h	27;"	d
TRAPS	rogue.h	136;"	d
TRAP_DOOR	rogue.h	130;"	d
TUNNEL	rogue.h	26;"	d
TWO_HANDED_SWORD	rogue.h	58;"	d
UNIDENTIFIED	rogue.h	144;"	d
UP	rogue.h	323;"	d
UPRIGHT	rogue.h	324;"	d
VERTWALL	rogue.h	23;"	d
WAKENS	rogue.h	287;"	d
WAKE_PERCENT	rogue.h	313;"	d
WAND	rogue.h	37;"	d
WANDERS	rogue.h	288;"	d
WANDS	rogue.h	103;"	d
WAND_MATERIALS	rogue.h	154;"	d
WEAK	rogue.h	344;"	d
WEAPON	rogue.h	32;"	d
WEAPONS	rogue.h	59;"	d
WIN	rogue.h	321;"	d
_HIT_H_	hit.h	8;"	d
_INIT_H_	init.h	8;"	d
_INSTRUCT_H_	instruct.h	8;"	d
_INVENTORY_H_	inventory.h	8;"	d
_KEYS_DVORAK_H_	keys.dvorak.h	8;"	d
_KEYS_H_	keys.h	10;"	d
_KEYS_QWERTY_H_	keys.qwerty.h	8;"	d
_LEVEL_H_	level.h	8;"	d
_MACHDEP_H_	machdep.h	8;"	d
_MAIN_H_	main.h	8;"	d
_MESSAGE_H_	message.h	8;"	d
_MONSTER_H_	monster.h	8;"	d
_MOVE_H_	move.h	8;"	d
_OBJECT_H_	object.h	8;"	d
_PACK_H_	pack.h	8;"	d
_PLAY_H_	play.h	8;"	d
_RANDOM_H_	random.h	8;"	d
_RING_H_	ring.h	8;"	d
_ROGUE_H_	rogue.h	14;"	d
_ROOM_H_	room.h	8;"	d
_SAVE_H_	save.h	8;"	d
_SCORE_H_	score.h	8;"	d
_SPECIAL_HIT_H_	special_hit.h	8;"	d
_THROW_H_	throw.h	8;"	d
_TRAP_H_	trap.h	8;"	d
_USE_H_	use.h	8;"	d
_ZAP_H_	zap.h	8;"	d
add_exp	level.c	/^void add_exp(int e, boolean promotion)$/;"	f
add_label	gbaui.c	/^void add_label(int stat)$/;"	f
add_mazes	level.c	/^void add_mazes(void)$/;"	f
add_stat	gbaui.c	/^void add_stat(int stat, const char * text) $/;"	f
add_strength	ring.c	/^short stealthy, r_rings, add_strength, e_rings, regeneration, ring_exp;$/;"	v
add_to_pack	pack.c	/^object * add_to_pack(object *obj, object *pack, int condense)$/;"	f
add_traps	trap.c	/^void add_traps(void)$/;"	f
aggravate	monster.c	/^void aggravate(void)$/;"	f
aim_monster	monster.c	/^void aim_monster(object *monster)$/;"	f
alloc_object	object.c	/^object * alloc_object(void)$/;"	f
armor	rogue.h	/^	object *armor;$/;"	m	struct:fight
ask_quit	init.c	/^boolean ask_quit = 1, show_skull = 1;$/;"	v
auto_search	ring.c	/^short auto_search;$/;"	v
bear_trap	trap.c	/^int bear_trap = 0;$/;"	v
being_held	special_hit.c	/^boolean being_held;$/;"	v
blind	use.c	/^short blind = 0;$/;"	v
boolean	rogue.h	16;"	d
bottom_row	room.h	/^	char bottom_row, right_col, left_col, top_row;$/;"	m	struct:rm
byebye	init.c	/^void byebye(int sig)$/;"	f
byebye_string	init.c	/^const char * const byebye_string = "Okay, bye bye!";$/;"	v
call_it	pack.c	/^void call_it(void)$/;"	f
can_move	move.c	/^int can_move(int row1, int col1, int row2, int col2)$/;"	f
cant_int	init.c	/^boolean cant_int = 0;$/;"	v
center	score.c	/^void center(short row, char *buf)$/;"	f
center_screen	gbakeys.c	/^void center_screen()$/;"	f
ch	room.c	/^  char ch;$/;"	m	file:
check_duplicate	pack.c	/^object * check_duplicate(object *obj, object *pack)$/;"	f
check_gold_seeker	special_hit.c	/^void check_gold_seeker(object *monster)$/;"	f
check_hunger	move.c	/^boolean check_hunger(boolean messages_only)$/;"	f
check_imitator	special_hit.c	/^int check_imitator(object *monster)$/;"	f
check_message	message.c	/^void check_message(void)$/;"	f
check_up	level.c	/^int check_up(void)$/;"	f
clean_up	init.c	/^void clean_up(const char *estr)$/;"	f
clear_level	level.c	/^void clear_level(void)$/;"	f
clear_stats	gbaui.c	/^void clear_stats()$/;"	f
coin_toss	random.c	/^int coin_toss(void)$/;"	f
col	rogue.h	/^	short row, col;			\/* current row, col *\/$/;"	m	struct:obj
col	rogue.h	/^	short row, col;$/;"	m	struct:fight
colour_names	room.c	/^static const potion_color_t colour_names[MAX_COLOURS] = {$/;"	v	file:
compare	inventory.c	/^int compare(const void * s1 , const void * s2) {$/;"	f
confuse	use.c	/^void confuse(void)$/;"	f
confused	use.c	/^short confused = 0;$/;"	v
connect_rooms	level.c	/^int connect_rooms(int room1, int room2)$/;"	f
cough_up	special_hit.c	/^void cough_up(object *monster)$/;"	f
create_monster	monster.c	/^void create_monster(void)$/;"	f
cur_level	level.c	/^int cur_level = 0;$/;"	v
cur_room	level.c	/^int cur_room;$/;"	v
curse_message	pack.c	/^const char * const curse_message = "You can't, it appears to be cursed.";$/;"	v
curses_h_seen	curses.h	2;"	d
d_enchant	rogue.h	/^	short d_enchant;		\/* room char when detect_monster *\/$/;"	m	struct:obj
damage	rogue.h	/^	char *damage;			\/* damage it does *\/$/;"	m	struct:obj
damage_for_strength	hit.c	/^int damage_for_strength(void)$/;"	f
darken_room	room.c	/^void darken_room(int rn)$/;"	f
day	rogue.h	/^	int day;	\/* 1 - 31 *\/$/;"	m	struct:rogue_time
detect_monster	hit.c	/^boolean detect_monster;$/;"	v
detect_monster	use.c	/^boolean detect_monster = 0;$/;"	v
did_int	init.c	/^boolean did_int = 0;$/;"	v
disappear	special_hit.c	/^void disappear(object *monster)$/;"	f
disguise	rogue.h	185;"	d
do_args	init.c	/^void do_args(int argc, char *argv[])$/;"	f
do_opts	init.c	/^void do_opts(void)$/;"	f
do_put_on	ring.c	/^void do_put_on(object *ring, boolean on_left)$/;"	f
do_wear	pack.c	/^void do_wear(object *obj)$/;"	f
do_wield	pack.c	/^void do_wield(object *obj)$/;"	f
door	room.h	/^typedef struct dr door;$/;"	t
door_col	room.h	/^		  door_col;$/;"	m	struct:dr
door_row	room.h	/^	short door_row,$/;"	m	struct:dr
doors	room.h	/^	door doors[4];$/;"	m	struct:rm
dr	room.h	/^struct dr$/;"	s
dr_course	room.c	/^void dr_course(object *monster, boolean entering, int row, int col)$/;"	f
drain_life	special_hit.c	/^void drain_life(void)$/;"	f
draw_magic_map	room.c	/^void draw_magic_map(void)$/;"	f
draw_simple_passage	level.c	/^void draw_simple_passage(int row1, int col1, int row2, int col2, int dir)$/;"	f
drop	pack.c	/^void drop(void)$/;"	f
drop_check	level.c	/^int drop_check(void)$/;"	f
drop_level	special_hit.c	/^void drop_level(void)$/;"	f
drop_percent	rogue.h	180;"	d
dx	gbakeys.c	/^  int dx;$/;"	m	file:
dy	gbakeys.c	/^  int dy;$/;"	m	file:
e_rings	ring.c	/^short stealthy, r_rings, add_strength, e_rings, regeneration, ring_exp;$/;"	v
eat	use.c	/^void eat(void)$/;"	f
end_ptr	random.c	/^long *end_ptr = &rntb[32];$/;"	v
env_get_value	init.c	/^void env_get_value(char **s, char *e, boolean add_blank)$/;"	f
error_file	init.c	/^char *error_file = "rogue.esave";$/;"	v
error_save	init.c	/^void error_save(int sig)$/;"	f
exp	rogue.h	/^	short exp;$/;"	m	struct:fight
exp_points	rogue.h	/^	long exp_points;$/;"	m	struct:fight
extra_hp	use.c	/^short extra_hp = 0;$/;"	v
fchar	rogue.h	/^	short fchar;$/;"	m	struct:fight
fight	hit.c	/^void fight(boolean to_the_death)$/;"	f
fight	rogue.h	/^struct fight$/;"	s
fight_monster	hit.c	/^object *fight_monster = 0;$/;"	v
fighter	rogue.h	/^typedef struct fight fighter;$/;"	t
fill_it	level.c	/^void fill_it(int rn, boolean do_rec_de)$/;"	f
fill_out_level	level.c	/^void fill_out_level(void)$/;"	f
first_level	rogue.h	176;"	d
fix_mon_damage	monster.c	/^void fix_mon_damage(object *monster)$/;"	f
flame_broil	special_hit.c	/^int flame_broil(object *monster)$/;"	f
flame_name	special_hit.c	/^const char *const flame_name = "flame";$/;"	v
flit	monster.c	/^int flit(object *monster)$/;"	f
flop_weapon	throw.c	/^void flop_weapon(object *weapon, short row, short col)$/;"	f
foods	object.c	/^int foods = 0;$/;"	v
fptr	random.c	/^long *fptr = &rntb[4];$/;"	v
free_list	object.c	/^object *free_list = (object *) 0;$/;"	v
free_object	object.c	/^void free_object(object *obj)$/;"	f
free_stuff	object.c	/^void free_stuff(object *objlist)$/;"	f
freeze	special_hit.c	/^void freeze(object *monster)$/;"	f
fruit	object.c	/^const char * const fruit = "slime-mold ";$/;"	v
g_extended_options	gbakeys.c	/^const char g_extended_options[MAX_PACK_COUNT+1][DCOLS] = {$/;"	v
g_keypad	gbakeys.c	/^keys_t g_keypad;$/;"	v
g_last_key	gbakeys.c	/^int g_last_key = ' ';$/;"	v
g_rotbg	gbakeys.c	/^gba_rot_t g_rotbg={0,0,0,0};$/;"	v
gba_rot_t	gbakeys.c	/^} gba_rot_t;$/;"	t	file:
gba_scroll_player	gbakeys.c	/^void gba_scroll_player(int x, int y) $/;"	f
gba_set_scale	gbakeys.c	/^void gba_set_scale(int x, int y) {$/;"	f
gbaget_l_or_r	gbakeys.c	/^int gbaget_l_or_r()$/;"	f
gbagetchar	gbakeys.c	/^int gbagetchar(void)$/;"	f
gbagetinvchar	gbakeys.c	/^int gbagetinvchar(const char descs[MAX_PACK_COUNT+1][DCOLS], int count) $/;"	f
gbaui_clrinv	gbaui.c	/^void gbaui_clrinv(int count)$/;"	f
gbaui_h_seen	gbaui.h	2;"	d
gbaui_inventory	gbaui.c	/^void gbaui_inventory(const char descs[MAX_PACK_COUNT+1][DCOLS], int count)$/;"	f
gems	inventory.c	/^char *gems[GEMS] = {$/;"	v
get_armor_class	object.c	/^int get_armor_class(object *obj)$/;"	f
get_closer	special_hit.c	/^void get_closer(short *row, short *col, short trow, short tcol)$/;"	f
get_damage	hit.c	/^int get_damage(char *ds, boolean r)$/;"	f
get_desc	inventory.c	/^void get_desc(object *obj, char *desc)$/;"	f
get_detailed_mask_char	room.c	/^char get_detailed_mask_char(int what_is, int which_kind) $/;"	f
get_dir_rc	hit.c	/^void get_dir_rc(short dir, short *row, short *col, short allow_off_screen)$/;"	f
get_dungeon_char	room.c	/^char get_dungeon_char(int row, int col)$/;"	f
get_ench_color	use.c	/^char * get_ench_color(void)$/;"	f
get_exp_level	level.c	/^int get_exp_level(long e)$/;"	f
get_food	object.c	/^void get_food(object *obj, boolean force_ration)$/;"	f
get_hit_chance	hit.c	/^short get_hit_chance(object *weapon)$/;"	f
get_id_table	inventory.c	/^struct id * get_id_table(object *obj)$/;"	f
get_input_line	message.c	/^short get_input_line(char *prompt, char *buf, char *insert, char *if_cancelled,$/;"	f
get_letter_object	object.c	/^object * get_letter_object(short ch)$/;"	f
get_mask_char	room.c	/^char get_mask_char(unsigned short mask)$/;"	f
get_number	hit.c	/^int get_number(char *s)$/;"	f
get_oth_room	room.c	/^int get_oth_room(int rn, int *row, int *col)$/;"	f
get_rand	random.c	/^int get_rand(int x, int y)$/;"	f
get_room_number	room.c	/^int get_room_number(int row, int col)$/;"	f
get_thrown_at_monster	throw.c	/^object * get_thrown_at_monster(object *obj, short dir, short *row,$/;"	f
get_value	score.c	/^int get_value(object *obj)$/;"	f
get_w_damage	hit.c	/^int get_w_damage(object *obj)$/;"	f
get_wand_and_ring_materials	inventory.c	/^void get_wand_and_ring_materials(void)$/;"	f
get_weapon_damage	hit.c	/^short get_weapon_damage(object *weapon)$/;"	f
get_zapped_monster	zap.c	/^object * get_zapped_monster(short dir, short *row, short *col)$/;"	f
gmc	monster.c	/^char gmc(object *monster)$/;"	f
gmc_row_col	monster.c	/^char gmc_row_col(int row, int col)$/;"	f
go_blind	use.c	/^void go_blind(void)$/;"	f
gold	rogue.h	/^	long gold;$/;"	m	struct:fight
gold_at	special_hit.c	/^int gold_at(short row, short col)$/;"	f
gr_armor	object.c	/^void gr_armor(object *obj)$/;"	f
gr_dir	move.c	/^short gr_dir(void)$/;"	f
gr_monster	monster.c	/^object * gr_monster(object *monster, int mn)$/;"	f
gr_obj_char	monster.c	/^char gr_obj_char(void)$/;"	f
gr_object	object.c	/^object * gr_object(void)$/;"	f
gr_potion	object.c	/^void gr_potion(object *obj)$/;"	f
gr_ring	ring.c	/^void gr_ring(object *ring, boolean assign_wk)$/;"	f
gr_room	room.c	/^short gr_room(void)$/;"	f
gr_row_col	room.c	/^void gr_row_col(int *row, int *col, unsigned short mask)$/;"	f
gr_scroll	object.c	/^void gr_scroll(object *obj)$/;"	f
gr_wand	object.c	/^void gr_wand(object *obj)$/;"	f
gr_weapon	object.c	/^void gr_weapon(object *obj, int assign_wk)$/;"	f
gr_what_is	object.c	/^unsigned short gr_what_is(void)$/;"	f
halluc	use.c	/^short halluc = 0;$/;"	v
hallucinate	use.c	/^void hallucinate(void)$/;"	f
has_amulet	pack.c	/^boolean has_amulet(void)$/;"	f
has_been_touched	save.c	/^boolean has_been_touched(struct rogue_time *saved_time,$/;"	f
haste_self	use.c	/^short haste_self = 0;$/;"	v
heal	move.c	/^void heal(void)$/;"	f
hide_boxed_passage	level.c	/^void hide_boxed_passage(int row1, int col1, int row2, int col2, int n)$/;"	f
hilite_selection	gbaui.c	/^void  hilite_selection( int selected, const char * desc)$/;"	f
hit_enchant	rogue.h	/^	short hit_enchant;		\/* how many moves is confused *\/$/;"	m	struct:obj
hold_monster	use.c	/^void hold_monster(void)$/;"	f
hour	rogue.h	/^	int hour;	\/* 0 - 23 *\/$/;"	m	struct:rogue_time
hp_current	rogue.h	/^	short hp_current;$/;"	m	struct:fight
hp_max	rogue.h	/^	short hp_max;$/;"	m	struct:fight
hp_raise	level.c	/^int hp_raise(void)$/;"	f
hp_to_kill	rogue.h	174;"	d
hunger_str	message.c	/^char hunger_str[8] = "";$/;"	v
ichar	rogue.h	/^	short ichar;			\/* 'A' is for aquatar *\/$/;"	m	struct:obj
id	rogue.h	/^struct id$/;"	s
id_all	score.c	/^void id_all(void)$/;"	f
id_status	rogue.h	/^	unsigned int id_status;$/;"	m	struct:id
id_trap	trap.c	/^void id_trap(void)$/;"	f
identified	rogue.h	/^	short identified;		\/* 'F' damage, 1,2,3... *\/$/;"	m	struct:obj
idntfy	use.c	/^void idntfy(void)$/;"	f
imitating	special_hit.c	/^int imitating(short row, short col)$/;"	f
in_use_flags	rogue.h	/^	unsigned short in_use_flags;$/;"	m	struct:obj
init	init.c	/^int init(int argc, char *argv[])$/;"	f
init_curses	init.c	/^boolean init_curses = 0;$/;"	v
init_keypresses	gbakeys.c	/^void init_keypresses() {$/;"	f
init_sprite8	gbaui.c	/^void init_sprite8(int index, int priority, int oam) {$/;"	f
init_sprites	gbaui.c	/^void init_sprites() {$/;"	f
insert_score	score.c	/^void insert_score(char scores[][82], char n_names[][30], char *n_name,$/;"	f
instructions	instruct.c	/^char *instructions = "rogue.instr";$/;"	v
interrupted	play.c	/^boolean interrupted = 0;$/;"	v
inv_armor_weapon	inventory.c	/^void inv_armor_weapon(boolean is_weapon)$/;"	f
inv_rings	ring.c	/^void inv_rings(void)$/;"	f
inv_sel	inventory.c	/^char inv_sel(object *pack, unsigned short mask, char *prompt, char *term)$/;"	f
inventory	inventory.c	/^void inventory(object *pack, unsigned short mask)$/;"	f
is_all_connected	room.c	/^int is_all_connected(void)$/;"	f
is_cursed	rogue.h	/^	short is_cursed;		\/* level ends *\/$/;"	m	struct:obj
is_digit	message.c	/^boolean is_digit(short ch)$/;"	f
is_direction	move.c	/^boolean is_direction(char c)$/;"	f
is_pack_letter	pack.c	/^int is_pack_letter(short *c, unsigned short *mask)$/;"	f
is_passable	move.c	/^int is_passable(int row, int col)$/;"	f
is_protected	rogue.h	/^	short is_protected;		\/* level starts *\/$/;"	m	struct:obj
is_room	room.h	/^	unsigned short is_room;$/;"	m	struct:rm
is_vowel	score.c	/^int is_vowel(char ch)$/;"	f
is_wood	inventory.c	/^boolean is_wood[WANDS];$/;"	v
jump	move.c	/^boolean jump = 1;$/;"	v
key	gbakeys.c	/^  int key[10];$/;"	m	file:
key_held	gbakeys.c	/^  int key_held[10];$/;"	m	file:
keys_t	gbakeys.c	/^} keys_t; $/;"	t	file:
kick_into_pack	pack.c	/^void kick_into_pack(void)$/;"	f
kill_exp	rogue.h	/^	short kill_exp;			\/* exp for killing it *\/$/;"	m	struct:obj
killed_by	score.c	/^void killed_by(object *monster, int other)$/;"	f
last_level	rogue.h	177;"	d
left_col	room.h	/^	char bottom_row, right_col, left_col, top_row;$/;"	m	struct:rm
left_or_right	ring.c	/^const char * const left_or_right = "Left or right hand?";$/;"	v
left_ring	rogue.h	/^	object *left_ring, *right_ring;$/;"	m	struct:fight
less_hp	special_hit.c	/^short less_hp = 0;$/;"	v
level_points	level.c	/^const long level_points[MAX_EXP_LEVEL] = {$/;"	v
levitate	use.c	/^short levitate = 0;$/;"	v
lget_number	hit.c	/^long lget_number(char *s)$/;"	f
light_passage	room.c	/^void light_passage(int row, int col)$/;"	f
light_up_room	room.c	/^void light_up_room(int rn)$/;"	f
m_char	rogue.h	175;"	d
m_confuse	special_hit.c	/^int m_confuse(object *monster)$/;"	f
m_damage	rogue.h	173;"	d
m_flags	rogue.h	/^	unsigned long m_flags;	\/* monster flags *\/$/;"	m	struct:obj
m_hit_chance	rogue.h	178;"	d
m_moves	move.c	/^short m_moves = 0;$/;"	v
m_names	monster.c	/^const char * const m_names[] = {$/;"	v
main	main.c	/^int main(int argc, char *argv[])$/;"	f
maintain_armor	ring.c	/^boolean r_teleport, r_see_invisible, sustain_strength, maintain_armor;$/;"	v
make_level	level.c	/^void make_level(void)$/;"	f
make_maze	level.c	/^void make_maze(int r, int c, int tr, int br, int lc, int rc)$/;"	f
make_party	object.c	/^void make_party(void)$/;"	f
make_room	level.c	/^void make_room(int rn, int r1, int r2, int r3)$/;"	f
make_scroll_titles	inventory.c	/^void make_scroll_titles(void)$/;"	f
mask_pack	pack.c	/^boolean mask_pack(object *pack, unsigned short mask)$/;"	f
mask_room	level.c	/^boolean mask_room(int rn, int *row, int *col, unsigned short mask)$/;"	f
max_level	level.c	/^int max_level = 1;$/;"	v
md_control_keyboard	machdep.c	/^void md_control_keyboard(int mode)$/;"	f
md_df	machdep.c	/^boolean md_df(char *fname)$/;"	f
md_exit	machdep.c	/^void md_exit(int status)$/;"	f
md_gct	machdep.c	/^void md_gct(struct rogue_time *rt_buf)$/;"	f
md_get_file_id	machdep.c	/^int md_get_file_id(char *fname)$/;"	f
md_gfmt	machdep.c	/^void md_gfmt(char *fname, struct rogue_time *rt_buf)$/;"	f
md_gln	machdep.c	/^char * md_gln(void)$/;"	f
md_gseed	machdep.c	/^int md_gseed(void)$/;"	f
md_heed_signals	machdep.c	/^void md_heed_signals(void)$/;"	f
md_ignore_signals	machdep.c	/^void md_ignore_signals(void)$/;"	f
md_init	machdep.c	/^void md_init(void)$/;"	f
md_link_count	machdep.c	/^int md_link_count(char *fname)$/;"	f
md_malloc	machdep.c	/^char * md_malloc(int n)$/;"	f
md_sleep	machdep.c	/^void md_sleep(int nsecs)$/;"	f
md_slurp	machdep.c	/^void md_slurp(void)$/;"	f
message	message.c	/^void message(const char *msg, boolean intrpt)$/;"	f
min	gbakeys.c	/^int min(int a, int b) {$/;"	f
minute	rogue.h	/^	int minute;	\/* 0 - 59 *\/$/;"	m	struct:rogue_time
mix_colors	inventory.c	/^void mix_colors(void)$/;"	f
mix_random_rooms	level.c	/^void mix_random_rooms(void)$/;"	f
mon_can_go	monster.c	/^int mon_can_go(object *monster, short row, short col)$/;"	f
mon_damage	hit.c	/^int mon_damage(object *monster, short damage)$/;"	f
mon_disappeared	monster.c	/^boolean mon_disappeared;$/;"	v
mon_hit	hit.c	/^void mon_hit(object *monster, const char *other, boolean flame)$/;"	f
mon_name	monster.c	/^const char * mon_name(object *monster)$/;"	f
mon_sees	monster.c	/^boolean mon_sees(object *monster, int row, int col)$/;"	f
mon_tab	monster.c	/^object mon_tab[MONSTERS] = {$/;"	v
month	rogue.h	/^	int month;	\/* 1 - 12 *\/$/;"	m	struct:rogue_time
move_confused	monster.c	/^int move_confused(object *monster)$/;"	f
move_mon_to	monster.c	/^void move_mon_to(object *monster, short row, short col)$/;"	f
move_onto	move.c	/^void move_onto(void)$/;"	f
moves_confused	rogue.h	183;"	d
moves_left	rogue.h	/^	short moves_left;$/;"	m	struct:fight
msg_cleared	message.c	/^boolean msg_cleared = 1;$/;"	v
msg_col	message.c	/^short msg_col = 0;$/;"	v
msg_line	message.c	/^char msg_line[DCOLS] = "";$/;"	v
mtry	monster.c	/^int mtry(object *monster, short row, short col)$/;"	f
multiple_move_rogue	move.c	/^void multiple_move_rogue(int dirch)$/;"	f
mv_aquatars	monster.c	/^void mv_aquatars(void)$/;"	f
mv_mons	monster.c	/^void mv_mons(void)$/;"	f
mv_monster	monster.c	/^void mv_monster(object *monster, short row, short col)$/;"	f
name	room.c	/^  char name[11];$/;"	m	file:
name_cmp	score.c	/^int name_cmp(char *s1, char *s2)$/;"	f
name_of	object.c	/^const char * name_of(object *obj)$/;"	f
nap_length	rogue.h	184;"	d
new_level_message	level.c	/^const char *new_level_message = 0;$/;"	v
new_object_for_wizard	object.c	/^void new_object_for_wizard(void)$/;"	f
next_avail_ichar	pack.c	/^char next_avail_ichar(void)$/;"	f
next_monster	rogue.h	186;"	d
next_object	rogue.h	/^	struct obj *next_object;	\/* next monster *\/$/;"	m	struct:obj
next_party	object.c	/^int next_party(void)$/;"	f
next_to_something	move.c	/^int next_to_something(int drow, int dcol)$/;"	f
nick_name	init.c	/^char *nick_name = "";$/;"	v
nickize	score.c	/^void nickize(char *buf, char *score, char *n_name)$/;"	f
no_ring	ring.c	/^const char * const no_ring = "There's no ring on that hand.";$/;"	v
no_room_for_monster	monster.c	/^int no_room_for_monster(int rn)$/;"	f
o	rogue.h	/^	short o_row, o_col, o;	\/* o is how many times stuck at o_row, o_col *\/$/;"	m	struct:obj
o_col	rogue.h	/^	short o_row, o_col, o;	\/* o is how many times stuck at o_row, o_col *\/$/;"	m	struct:obj
o_row	rogue.h	/^	short o_row, o_col, o;	\/* o is how many times stuck at o_row, o_col *\/$/;"	m	struct:obj
obj	rogue.h	/^struct obj$/;"	s
object	rogue.h	/^typedef struct obj object;$/;"	t
object_at	object.c	/^object * object_at(object *pack, short row, short col)$/;"	f
oclass	rogue.h	/^	short oclass;			\/* chance of hitting you *\/$/;"	m	struct:obj
one_move_rogue	move.c	/^int one_move_rogue(short dirch, short pickup)$/;"	f
onintr	init.c	/^void onintr(int sig)$/;"	f
oth_col	room.h	/^	      oth_col;$/;"	m	struct:dr
oth_room	room.h	/^	short oth_room;$/;"	m	struct:dr
oth_row	room.h	/^	short oth_row,$/;"	m	struct:dr
pack	rogue.h	/^	object pack;$/;"	m	struct:fight
pack_count	pack.c	/^short pack_count(object *new_obj)$/;"	f
pack_letter	pack.c	/^short pack_letter(char *prompt, unsigned short mask)$/;"	f
pad	message.c	/^void pad(char *s, short n)$/;"	f
party_counter	object.c	/^int party_counter;$/;"	v
party_monsters	monster.c	/^void party_monsters(int rn, int n)$/;"	f
party_objects	room.c	/^short party_objects(int rn)$/;"	f
party_room	level.c	/^short party_room = NO_ROOM;$/;"	v
pick_up	pack.c	/^object * pick_up(int row, int col, short *status)$/;"	f
picked_up	rogue.h	/^	short picked_up;		\/* sleep from wand of sleep *\/$/;"	m	struct:obj
place_at	object.c	/^void place_at(object *obj, int row, int col)$/;"	f
plant_gold	object.c	/^void plant_gold(int row, int col, boolean is_maze)$/;"	f
play_level	play.c	/^void play_level(void)$/;"	f
player_init	init.c	/^void player_init(void)$/;"	f
potion_color_t	room.c	/^} potion_color_t;$/;"	t	file:
potion_heal	use.c	/^void potion_heal(int extra)$/;"	f
print_stats	message.c	/^void print_stats(int stat_mask)$/;"	f
put_amulet	object.c	/^void put_amulet(void)$/;"	f
put_door	level.c	/^void put_door(room *rm, int dir, int *row, int *col)$/;"	f
put_gold	object.c	/^void put_gold(void)$/;"	f
put_m_at	monster.c	/^void put_m_at(short row, short col, object *monster)$/;"	f
put_mons	monster.c	/^void put_mons(void)$/;"	f
put_objects	object.c	/^void put_objects(void)$/;"	f
put_on_ring	ring.c	/^void put_on_ring(void)$/;"	f
put_player	level.c	/^void put_player(int nr)		\/* try not to put in this room *\/$/;"	f
put_scores	score.c	/^void put_scores(object *monster, int other)$/;"	f
put_stairs	object.c	/^void put_stairs(void)$/;"	f
quaff	use.c	/^void quaff(void)$/;"	f
quantity	rogue.h	/^	short quantity;			\/* hit points to kill *\/$/;"	m	struct:obj
quit	score.c	/^void quit(boolean from_intrpt)$/;"	f
quiver	rogue.h	/^	short quiver;			\/* monster slowed toggle *\/$/;"	m	struct:obj
r_de	level.c	/^short r_de;$/;"	v
r_index	message.c	/^int r_index(char *str, int ch, boolean last)$/;"	f
r_read	save.c	/^void r_read(FILE *fp, char *buf, int n)$/;"	f
r_rings	ring.c	/^short stealthy, r_rings, add_strength, e_rings, regeneration, ring_exp;$/;"	v
r_see_invisible	ring.c	/^boolean r_teleport, r_see_invisible, sustain_strength, maintain_armor;$/;"	v
r_teleport	ring.c	/^boolean r_teleport, r_see_invisible, sustain_strength, maintain_armor;$/;"	v
r_write	save.c	/^void r_write(FILE *fp, char *buf, int n)$/;"	f
rand_around	throw.c	/^void rand_around(short i, short *r, short *c)$/;"	f
rand_deg	random.c	/^int rand_deg = 31;$/;"	v
rand_percent	random.c	/^int rand_percent(int percentage)$/;"	f
rand_place	object.c	/^void rand_place(object *obj)$/;"	f
rand_sep	random.c	/^int rand_sep = 3;$/;"	v
rand_type	random.c	/^int rand_type = 3;$/;"	v
random_rooms	level.c	/^char random_rooms[MAXROOMS + 1] = { 3,7,5,2,0,6,1,4,8 };$/;"	v
read_pack	save.c	/^void read_pack(object *pack, FILE *fp, boolean is_rogue)$/;"	f
read_scroll	use.c	/^void read_scroll(void)$/;"	f
read_string	save.c	/^void read_string(char *s, FILE *fp)$/;"	f
real	rogue.h	/^	char real[128];$/;"	m	struct:id
recursive_deadend	level.c	/^void recursive_deadend(int rn, int *offsets, int srow, int scol)$/;"	f
reg_move	move.c	/^boolean reg_move(void)$/;"	f
regeneration	ring.c	/^short stealthy, r_rings, add_strength, e_rings, regeneration, ring_exp;$/;"	v
relight	use.c	/^void relight(void)$/;"	f
remessage	message.c	/^void remessage(void)$/;"	f
remove_label	gbaui.c	/^void remove_label(int stat)$/;"	f
remove_ring	ring.c	/^void remove_ring(void)$/;"	f
rest	move.c	/^void rest(int count)$/;"	f
rest_file	init.c	/^char *rest_file = 0;$/;"	v
restore	save.c	/^void restore(char *fname)$/;"	f
rgetchar	message.c	/^int rgetchar(void)$/;"	f
right_col	room.h	/^	char bottom_row, right_col, left_col, top_row;$/;"	m	struct:rm
right_ring	rogue.h	/^	object *left_ring, *right_ring;$/;"	m	struct:fight
ring_exp	ring.c	/^short stealthy, r_rings, add_strength, e_rings, regeneration, ring_exp;$/;"	v
ring_stats	ring.c	/^void ring_stats(boolean pr)$/;"	f
rm	room.h	/^struct rm$/;"	s
rntb	random.c	/^long rntb[32] = {$/;"	v
rogue_can_see	monster.c	/^int rogue_can_see(int row, int col)$/;"	f
rogue_damage	hit.c	/^void rogue_damage(short d, object *monster)$/;"	f
rogue_hit	hit.c	/^void rogue_hit(object *monster, boolean force_hit)$/;"	f
rogue_is_around	monster.c	/^short rogue_is_around(int row, int col)$/;"	f
rogue_time	rogue.h	/^struct rogue_time$/;"	s
room	room.h	/^typedef struct rm room;$/;"	t
room_type	rogue.h	/^enum room_type$/;"	g
row	rogue.h	/^	short row, col;			\/* current row, col *\/$/;"	m	struct:obj
row	rogue.h	/^	short row, col;$/;"	m	struct:fight
rptr	random.c	/^long *rptr = &rntb[1];$/;"	v
rrandom	random.c	/^long rrandom()$/;"	f
rust	special_hit.c	/^void rust(object *monster)$/;"	f
rw_dungeon	save.c	/^void rw_dungeon(FILE *fp, boolean rw)$/;"	f
rw_id	save.c	/^void rw_id(struct id id_table[], FILE *fp, int n, boolean wr)$/;"	f
rw_id_alloc	save.c	/^void rw_id_alloc(struct id id_table[], FILE *fp, int n, boolean wr)$/;"	f
rw_rooms	save.c	/^void rw_rooms(FILE *fp, boolean rw)$/;"	f
rx	gbakeys.c	/^  int rx;$/;"	m	file:
ry	gbakeys.c	/^  int ry;$/;"	m	file:
same_col	level.c	/^int same_col(int room1, int room2)$/;"	f
same_row	level.c	/^int same_row(int room1, int room2)$/;"	f
save_file	save.c	/^char *save_file = "";$/;"	v
save_game	save.c	/^void save_game(void)$/;"	f
save_into_file	save.c	/^void save_into_file(char *sfile)$/;"	f
save_is_interactive	init.c	/^boolean save_is_interactive = 1;$/;"	v
save_screen	message.c	/^void save_screen(void)$/;"	f
saved_uid	main.c	/^int saved_uid;$/;"	v
score_file	score.c	/^char *score_file = ".roguescores";$/;"	v
score_only	init.c	/^boolean score_only;$/;"	v
search	trap.c	/^void search(short n, boolean is_auto)$/;"	f
second	rogue.h	/^	int second;	\/* 0 - 59 *\/$/;"	m	struct:rogue_time
see_invisible	use.c	/^boolean see_invisible = 0;$/;"	v
seek_gold	special_hit.c	/^int seek_gold(object *monster)$/;"	f
sell_pack	score.c	/^void sell_pack(void)$/;"	f
set_weapon_damage	object.c	/^void set_weapon_damage(object *obj)$/;"	f
sf_error	score.c	/^void sf_error(void)$/;"	f
show_average_hp	level.c	/^void show_average_hp(void)$/;"	f
show_monsters	monster.c	/^void show_monsters(void)$/;"	f
show_objects	object.c	/^void show_objects(void)$/;"	f
show_skull	init.c	/^boolean ask_quit = 1, show_skull = 1;$/;"	v
show_traps	trap.c	/^void show_traps(void)$/;"	f
single_inv	inventory.c	/^void single_inv(short ichar)$/;"	f
slowed_toggle	rogue.h	182;"	d
sound_bell	message.c	/^void sound_bell(void)$/;"	f
special_hit	special_hit.c	/^void special_hit(object *monster)$/;"	f
srrandom	random.c	/^void srrandom(int x)$/;"	f
start_window	init.c	/^void start_window(void)$/;"	f
state	random.c	/^long *state = &rntb[1];$/;"	v
stationary_damage	rogue.h	179;"	d
steal_gold	special_hit.c	/^void steal_gold(object *monster)$/;"	f
steal_item	special_hit.c	/^void steal_item(object *monster)$/;"	f
stealthy	ring.c	/^short stealthy, r_rings, add_strength, e_rings, regeneration, ring_exp;$/;"	v
sting	special_hit.c	/^void sting(object *monster)$/;"	f
stop_window	init.c	/^void stop_window(void)$/;"	f
str_current	rogue.h	/^	short str_current;$/;"	m	struct:fight
str_max	rogue.h	/^	short str_max;$/;"	m	struct:fight
strange_feeling	use.c	/^const char * const strange_feeling = "You have a strange feeling for a moment, then it passes.";$/;"	v
sustain_strength	ring.c	/^boolean r_teleport, r_see_invisible, sustain_strength, maintain_armor;$/;"	v
swap	level.c	26;"	d	file:
swap_string	inventory.c	27;"	d	file:
syllables	inventory.c	/^char *syllables[MAXSYLLABLES] = {$/;"	v
take_a_nap	use.c	/^void take_a_nap(void)$/;"	f
take_from_pack	pack.c	/^void take_from_pack(object *obj, object *pack)$/;"	f
take_off	pack.c	/^void take_off(void)$/;"	f
tcol	rogue.h	/^	short trow, tcol;		\/* target row, col *\/$/;"	m	struct:obj
tele	use.c	/^void tele(void)$/;"	f
tele_away	zap.c	/^void tele_away(object *monster)$/;"	f
throw	throw.c	/^void throw(void)$/;"	f
throw_at_monster	throw.c	/^int throw_at_monster(object *monster, object *weapon)$/;"	f
title	rogue.h	/^	char title[128];$/;"	m	struct:id
to_hit	hit.c	/^int to_hit(object *obj)$/;"	f
top_row	room.h	/^	char bottom_row, right_col, left_col, top_row;$/;"	m	struct:rm
tr	trap.h	/^struct tr$/;"	s
trail_char	rogue.h	181;"	d
trap	trap.h	/^typedef struct tr trap;$/;"	t
trap_at	trap.c	/^int trap_at(int row, int col)$/;"	f
trap_col	trap.h	/^	short trap_row, trap_col;$/;"	m	struct:tr
trap_door	trap.c	/^boolean trap_door = 0;$/;"	v
trap_player	trap.c	/^void trap_player(short row, short col)$/;"	f
trap_row	trap.h	/^	short trap_row, trap_col;$/;"	m	struct:tr
trap_strings	trap.c	/^const char * const trap_strings[TRAPS * 2] = {$/;"	v
trap_type	trap.h	/^	short trap_type;$/;"	m	struct:tr
traps	trap.c	/^trap traps[MAX_TRAPS];$/;"	v
trow	rogue.h	/^	short trow, tcol;		\/* target row, col *\/$/;"	m	struct:obj
true_uid	main.c	/^int true_uid;$/;"	v
try_to_cough	special_hit.c	/^int try_to_cough(short row, short col, object *obj)$/;"	f
turn_into_games	main.c	/^void turn_into_games(void)$/;"	f
turn_into_user	main.c	/^void turn_into_user(void)$/;"	f
un_put_on	ring.c	/^void un_put_on(object *ring)$/;"	f
unblind	use.c	/^void unblind(void)$/;"	f
unconfuse	use.c	/^void unconfuse(void)$/;"	f
uncurse_all	use.c	/^void uncurse_all(void)$/;"	f
unhallucinate	use.c	/^void unhallucinate(void)$/;"	f
unknown_command	play.c	/^const char * const unknown_command = "Unknown command.";$/;"	v
unwear	pack.c	/^void unwear(object *obj)$/;"	f
unwield	pack.c	/^void unwield(object *obj)$/;"	f
update_keys	gbakeys.c	/^void update_keys()$/;"	f
value	rogue.h	/^	int value;$/;"	m	struct:id
vanish	use.c	/^void vanish(object *obj, short rm, object *pack)$/;"	f
visit_rooms	room.c	/^void visit_rooms(int rn)$/;"	f
wait_for_ack	pack.c	/^void wait_for_ack(void)$/;"	f
wake_room	monster.c	/^void wake_room(int rn, boolean entering, int row, int col)$/;"	f
wake_up	monster.c	/^void wake_up(object *monster)$/;"	f
wand_materials	inventory.c	/^const char * const wand_materials[WAND_MATERIALS] = {$/;"	v
wanderer	monster.c	/^void wanderer(void)$/;"	f
weapon	rogue.h	/^	object *weapon;$/;"	m	struct:fight
wear	pack.c	/^void wear(void)$/;"	f
what_is	rogue.h	/^	unsigned short what_is;	\/* imitator's charactor (?!%: *\/$/;"	m	struct:obj
whatisit	play.c	/^void whatisit(void)$/;"	f
which_kind	rogue.h	/^	unsigned short which_kind; \/* item carry\/drop % *\/$/;"	m	struct:obj
wield	pack.c	/^void wield(void)$/;"	f
win	score.c	/^void win(void)$/;"	f
wizard	zap.c	/^boolean wizard = 0;$/;"	v
wizardize	zap.c	/^void wizardize(void)$/;"	f
write_failed	save.c	/^short write_failed = 0;$/;"	v
write_pack	save.c	/^void write_pack(object *pack, FILE *fp)$/;"	f
write_string	save.c	/^void write_string(char *s, FILE *fp)$/;"	f
xxx	score.c	/^long xxx(boolean st)$/;"	f
xxxx	score.c	/^void xxxx(char *buf, int n)$/;"	f
year	rogue.h	/^	int year;	\/* >= 1987 *\/$/;"	m	struct:rogue_time
you_can_move_again	move.c	/^const char *you_can_move_again = "You can move again.";$/;"	v
zap_monster	zap.c	/^void zap_monster(object *monster, unsigned short kind)$/;"	f
zapp	zap.c	/^void zapp(void)$/;"	f
